All resources in Wisconsin Games + Learning + Libraries Cohort

Dungeons and Dragons Introductory One-Shot - Book of Constructs

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This is a Dungeons and Dragons module meant to introduce new dungeon masters and players to the game. The module runs about 2-2.5 hours and accommodates a group of 3-8 players. This module does require the Dungeons and Dragons Player's Handbook to play.The game is formatted like an escape room to introduce players and the DM to the basic mechanics in a condensed amount of time. In the attached folder there are the module pdf, printout maps, props and premade character sheets to make it easy as possible to sit down and start playing. The setting is also open ended regarding the world and lore, so it makes a good introductory game to larger campaign or to insert to an existing one.  

Material Type: Game

Author: Todd Gibbons

Lakeland

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In the strategic building game Lakeland, you’ve decided to build a new town called Lakeland. In order to grow your town and keep your people alive, you need food and resources. Luckily, you’ve got some friendly advisors to help you get started. Your Farm Advisor shows you how to grow corn. Now your people have food! Then you start a dairy farm. People love dairy. Milk, cheese, ice cream… what could go wrong? As it turns out, a lot. Cows don’t just produce milk. They also produce lots and lots of poop, which means the lakes your people love are about to turn into a toxic cesspool of blue-green algae. Your mission: grow your town without destroying their lakes. This game puts kids in charge of building their own town. Players add houses and farms, export produce, and manage resources like food, money, and manure. Students will get an introduction to the complex relationship between farming, soil nutrition, and lake pollution.

Material Type: Game, Simulation

Author: Field Day

Wake: Tales from the Aqualab

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Wake is a science game that challenges students with engaging and authentic missions in a variety of ocean-based ecosystems, designed to target the NGSS science practices of experimentation, modeling, and argumentation, in the context of middle school life sciences. In the game, students take the role of a scientist studying ocean ecosystems, traveling to different ocean research sites to answer questions and solve problems. Students play the game at their own pace, working individually, and taking on gradually more complex science challenges in an open-ended environment. Check out the Teacher Support Site for curriculum ideas and resources: https://sites.google.com/wisc.edu/waketeacherguide/home

Material Type: Game

Author: Field Day

Jo Wilder and the Capitol Case

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Jo Wilder and the Capitol Case is a tool for students to engage in critical thinking and historical inquiry. As the plot unfolds, players come across primary source materials. Players use the same skills as real historians: investigation, identification, corroboration and contextualizing evidence. To win each challenge, players must piece together the evidence to argue their case. The game was designed by WPT Education, Field Day Lab, and a cohort of 3rd-5th grade social studies teachers. The game was tested by students throughout the state of Wisconsin.

Material Type: Assessment, Game

Authors: Field Day, PBS Wisconsin Education

Headlines and High Water

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In Headlines and High Water, players take on the role of a young journalist in the fictional town of Twin Lakes, where the annual Cherry Festival is thrown into chaos by a catastrophic flood. The player is tasked with interviewing locals and writing stories to keep the town informed—all while staying safe during the town’s worst flood of the century. Throughout the game, players build trust with the townspeople and interview a cast of quirky characters—like Birdie, the aptly-named nature conservationist, and Fred Finkler, the gardener who’ll talk your ear off. In the end, the player’s reporting will determine if Twin Lakes is still around a year from now, or if future floods wash the town right off the map.

Material Type: Game

Author: Field Day

Lost at the Forever Mine

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You are a material scientist who just crash-landed on an abandoned mining planet. You’re out of fuel, and your suit’s oxygen is running low. You need to mine enough fuel to power your ship, or you won’t survive. You stumble into the old mining facility. That’s where you meet MAL, the mine’s Artificial Intelligence, who is thrilled to have someone to talk to. With MAL’s help, you’ll build scientific models to predict if you’re mining fast enough and what you need to do next. Each level puts the student in the role of the scientific modeler. Students will set up equations, work with graphs, input data, and use models to make predictions. Along the way, as obstacles keep popping up, students will experience how models are used as a tool to make decisions. Note: For best compatibility, use Chrome. Use Lost at the Forever Mine to introduce units on graphing or scientific modeling. The game was designed to help kids experience the need for math to make predictions. This story-based game gives a context to why graphing, math equations, and collecting data can help us solve problems. Try introducing a unit with this game. Let the kids figure out how the game works with little introduction. Remember, struggling to figure it out is part of the process. Games are safe places for struggle and failure to become part of the fun.

Material Type: Game

Author: Field Day

Video Games: Their Effect on Society and How We Must Modernize Our Pedagogy for Students of the Digital Age (By Chris Baker, 2014)

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This 2014 thesis aims to explore how video games have become an extremely beneficial tool in regards to education, art, medicine, psychology, economics, and beyond. Chapter 1 focuses on how ubiquitous video games have become in America, and what makes video games such a uniquely enjoyable experience to warrant such popularity. Chapter 2 explores how video games have become instrumental in various fields. Chapter 3 discusses the role that video games now play in the world of education; specifically how we, as educators, must adapt a modern pedagogy best suited to students who have grown up with video games, which have influenced how they learn. This is the thesis’ primary contention and purpose. Chapter 4 dissects the two most studied controversies which surround video games as a medium: video game violence and video game addiction.

Material Type: Teaching/Learning Strategy, Unit of Study

Author: Chris Baker

Active Learning Multiplayer Scenario Game-Based Learning

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This is a fairly comprehensive list of resources related to educational uses of gaming and role-playing scenarios. It includes sections on the basics of multiplayer scenarios, the pedagogical concepts they embody, introductions to different types of multiplayer scenarios (escape rooms, edu-LARPs, megagames like Model UN, and alternate reality games), examples of activities for each, and an extensive bibliography covering books, podcasts, articles, and organizations related to each page of the resource.

Material Type: Reference Material, Teaching/Learning Strategy

Author: Jared Seay

Shadow: A Day in the Life of a Video Game Designer [Women in Games]

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When Reina’s not playing games and collaborating with her friend, or building a super-computer with her dad, she’s dreaming of creating video games. After this high schooler learned how to start coding, she became curious about what goes into bringing her favorite games to life behind the scenes. In this episode of SHADOW, Reina heads to the Microsoft Turn10 Studios in Seattle, the company behind Forza Motorsport. There she spends the day job shadowing a female video game designer who shows her the ins and outs of video game development and UX design. Could this be Reina’s future? Tune in to find out.

Material Type: Other

Author: American Student Assistance

Video Game Developers

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Join Danny Rubin, founder of Rubin, and Paul Silverman and Ryan Woodland from Bethesda to learn how to pursue jobs in the video game industry. Students and teachers should also make use of the webinar worksheet at https://rubineducation.com/wp-content/uploads/2021/03/Rubin-Webinar-Worksheet-Q-and-A-about-Video-Game-Development.docx

Material Type: Other

Author: Danny Rubin

Starting a Board Game Collection at Your Library (Example List, by David McHugh)

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This document is a list of possible board game examples that could be purchased to be included in startup library board game collection, to be used or borrowed by library patrons. This list was generated by David McHugh as a part of his 2024 Wild Wisconsin Winter Web Conference presentation, which is recommended as a viewing to accompany using this list (https://www.youtube.com/watch?v=YpHfTPBG87Q).

Material Type: Reference Material

Author: Chris Baker

Board Games in the Library (Slides; Presentation by David McHugh, 2024)

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These slides are associated with a presentation done about integrating board games in library borrowing collections (https://www.youtube.com/watch?v=YpHfTPBG87Q) that was offered as a part of the Wild Wisconsin Winter Web Conference 2024. The presentation was given by David McHugh (Teaching Faculty Member, UW-Madison iSchool (Wisconsin).Presentation description: "Board games have never been so popular, with immense social, educational, and creative opportunities for libraries.  Join us to learn the key practical considerations for choosing games and organizing game events.  Get up to speed on the vast range of hands-on games, from cooperative problem-solvers to Dungeons & Dragons to Pokémon card tournaments.  Let the games begin!".

Material Type: Reference Material

Author: Chris Baker

Board Games in the Library [Video Webinar]; presented by David McHugh (Wild Wisconsin Winter Web Conference 2024)

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This video webinar (about integrating board game collections in libraries) was offered by David McHugh (a member of the Teaching Faculty at the University of Wisconsin-Madison iSchool; https://ischool.wisc.edu/staff/mchugh-david/) on Thursday, January 24th, 2024, as a part of the Wild Wisconsin Winter Web Conference (https://www.wildwiscwinterweb.com/) 2024. Presentation Description: "Board games have never been so popular, with immense social, educational, and creative opportunities for libraries. Join us to learn the key practical considerations for choosing games and organizing game events. Get up to speed on the vast range of hands-on games, from cooperative problem-solvers to Dungeons & Dragons to Pokémon card tournaments. Let the games begin!"

Material Type: Lecture, Reference Material, Unit of Study

Authors: David McHugh, Wild Wisconsin Winter Web Conference 2024

Code For Fun

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Code For Fun assembles, creates, reuses curricula, to provide educators with content they can use, and adjust based on their audience. Their lessons cover all the standards in the CS K-12 Framework and California K-12 Computer Science Standards.

Material Type: Lesson Plan

Author: Code for Fun

Earthquake!

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The earthquake game teaches how scientists learn about real earthquakes. The player must learn about S& P waves and triangulation to determine the epicenter of the earthquake that hit the cities.

Material Type: Game, Interactive, Learning Task, Simulation

Magnet Hunt

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The kids have to use magnetic waves to find all of Mr. Hart's magnets that Max and Honey hid throughout the yard. Magnetic Fields radiate from the N to the S side of a magnet in a predictable way. By changing the shape of the magnet, these fields change shape.

Material Type: Game, Interactive, Other